Actor RictusIncarnate : BaronOfHell 16560
{
//$Category Monsters/LCA
//$Sprite RCINA1
//$Title "Rictus Incarnate"
Monster
Health 1300
Speed 12
PainChance 46
MeleeDamage 16
+FLOORCLIP
+FASTMELEE
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE
+DONTHURTSPECIES
+DONTHARMSPECIES
Species "Nobles"
DamageFactor "NobleComet", 0.0
DamageFactor "SoulToxic", 0.0
DropItem "BossLifeEssence", 192
DropItem "BossArmorBonusMax", 192
DropItem "LifeEssence", 256
DropItem "ArmorBonusMax", 256
DropItem "DemonAmmoBox", 192, 200
//DropItem "RedArmor", 64
SeeSound "rictus/sight"
ActiveSound "rictus/active"
PainSound "rictus/pain"
DeathSound "rictus/die"
MeleeSound "baron/melee"
Obituary "%o was turned into a lost soul by a Rictus Incarnate."
HitObituary "%o got ripped apart by Rictus Incarnate."
States
	{
	Spawn:
		RCIN A 7 A_Look
		RCIN A 7 A_Look
		RCIN Z 7 A_Look
		RCIN Z 7 A_Look
		Loop
	See:
		RCIN AABB 3 A_Chase
		TNT1 A 0 A_SpawnItem("HoofStep",0,0,0,0)
		RCIN CCDD 3 A_Chase
		TNT1 A 0 A_SpawnItem("HoofStep",0,0,0,0)
		Loop
	Missile:
		TNT1 A 0 A_Jump(128,"Imp","Famine","Comet","RictusProjectile","SmallComet","SmallSeekingComet")
		TNT1 A 0 A_Jump(64,"Rictus")
	Normal:
		RCIN EF 8 A_FaceTarget	
		TNT1 A 0 A_CustomMissile("RIBall",32,0,3)
		TNT1 A 0 A_CustomMissile("RIBall",32,0,0)
		RCIN G 6 Bright A_CustomMissile("RIBall",32,0,-3)
		RCIN EF 8 A_FaceTarget	
		TNT1 A 0 A_CustomMissile("RIBall",32,0,3)
		TNT1 A 0 A_CustomMissile("RIBall",32,0,0)
		TNT1 A 0 A_CustomMissile("RIBall",32,0,6)
		RCIN G 6 Bright A_CustomMissile("RIBall",32,0,-3)
		RCIN EF 8 A_FaceTarget	
		TNT1 A 0 A_CustomMissile("RIBall",32,0,3)
		TNT1 A 0 A_CustomMissile("RIBall",32,0,0)
		TNT1 A 0 A_CustomMissile("RIBall",32,0,-3)
		TNT1 A 0 A_CustomMissile("RIBall",32,0,6)
		TNT1 A 0 A_CustomMissile("RIBall",32,0,-6)
		RCIN G 6 Bright A_CustomMissile("RIBall",32,0,-3)
		TNT1 A 0 A_Jump(64,"Imp","Famine","Comet","RictusProjectile","SmallComet","SmallSeekingComet")
		Goto See
	Imp:
		RCIN P 4 Bright A_FaceTarget
		RCIN Q 6 Bright A_CustomMissile("DevilBall",60,0,0)
		RCIN P 4 Bright A_FaceTarget
		RCIN Q 6 Bright A_CustomMissile("DevilBall",60,0,0)
		RCIN P 4 Bright A_FaceTarget
		RCIN Q 6 Bright A_CustomMissile("DevilBall",60,0,0)
		RCIN P 4 Bright A_FaceTarget
		RCIN Q 6 Bright A_CustomMissile("DevilBall",60,0,0)
		RCIN P 4 Bright A_FaceTarget
		RCIN Q 6 Bright A_CustomMissile("DevilBall",60,0,0)
		RCIN P 4 Bright A_FaceTarget
		RCIN Q 6 Bright A_CustomMissile("DevilBall",60,0,0)
		RCIN P 10 Bright A_FaceTarget
		TNT1 A 0 A_Jump(64,"Famine","Comet","RictusProjectile","SmallComet","SmallSeekingComet")
		Goto See
	Famine:
		RCIN R 4 Bright A_FaceTarget
		RCIN S 5 Bright A_CustomMissile("FamineTracer",60,0,0)
		RCIN R 4 Bright A_FaceTarget
		RCIN S 5 Bright A_CustomMissile("FamineTracer",60,0,0)
		RCIN R 4 Bright A_FaceTarget
		RCIN S 5 Bright A_CustomMissile("FamineTracer",60,0,0)
		RCIN R 4 Bright A_FaceTarget
		RCIN S 5 Bright A_CustomMissile("FamineTracer",60,0,0)
		RCIN R 4 Bright A_FaceTarget
		RCIN S 5 Bright A_CustomMissile("FamineTracer",60,0,0)
		RCIN R 4 Bright A_FaceTarget
		RCIN S 5 Bright A_CustomMissile("FamineTracer",60,0,0)
		RCIN R 4 Bright A_FaceTarget
		RCIN S 5 Bright A_CustomMissile("FamineTracer",60,0,0)
		RCIN R 4 Bright A_FaceTarget
		RCIN S 5 Bright A_CustomMissile("FamineTracer",60,0,0)
		RCIN R 15 Bright A_FaceTarget
		TNT1 A 0 A_Jump(64,"Comet","RictusProjectile","SmallComet","SmallSeekingComet")
		Goto See
	SmallComet:
		RCIN EF 8 A_FaceTarget	
		RCIN G 7 Bright A_CustomMissile("ArcradimusComet2",32,0,0)
		RCIN EF 8 A_FaceTarget	
		TNT1 A 0 A_CustomMissile("ArcradimusComet2",32,0,10)
		TNT1 A 0 A_CustomMissile("ArcradimusComet2",32,0,0)
		RCIN G 7 Bright A_CustomMissile("ArcradimusComet2",32,0,-10)
		TNT1 A 0 A_Jump(64,"RictusProjectile","Comet","SmallSeekingComet")
		Goto See
	SmallSeekingComet:
		RCIN EF 8 A_FaceTarget	
		RCIN G 7 Bright A_CustomMissile("RISeekerComet",32,0,0)
		RCIN EF 8 A_FaceTarget	
		TNT1 A 0 A_CustomMissile("RISeekerComet",32,0,10)
		TNT1 A 0 A_CustomMissile("RISeekerComet",32,0,0)
		RCIN G 7 Bright A_CustomMissile("RISeekerComet",32,0,-10)
		RCIN EF 8 A_FaceTarget	
		TNT1 A 0 A_CustomMissile("RISeekerComet",32,0,10)
		TNT1 A 0 A_CustomMissile("RISeekerComet",32,0,0)
		TNT1 A 0 A_CustomMissile("RISeekerComet",32,0,5)
		TNT1 A 0 A_CustomMissile("RISeekerComet",32,0,0)
		TNT1 A 0 A_CustomMissile("RISeekerComet",32,0,-5)
		RCIN G 7 Bright A_CustomMissile("RISeekerComet",32,0,-10)
		TNT1 A 0 A_Jump(64,"RictusProjectile","Comet")
		Goto See
	Comet:
		RCIN EF 8 A_FaceTarget	
		RCIN G 7 Bright A_CustomMissile("RIComet",32,0,0)
		RCIN EF 8 A_FaceTarget	
		TNT1 A 0 A_CustomMissile("RIComet",32,0,-8)
		RCIN G 7 Bright A_CustomMissile("RIComet",32,0,8)
		RCIN EF 8 A_FaceTarget	
		TNT1 A 0 A_CustomMissile("RIComet",32,0,8)
		TNT1 A 0 A_CustomMissile("RIComet",32,0,0)
		RCIN G 7 Bright A_CustomMissile("RIComet",32,0,-8)
		TNT1 A 0 A_Jump(64,"RictusProjectile")
		Goto See
	Rictus:
		RCIN P 6 Bright A_FaceTarget
		RCIN Q 6 Bright A_SpawnItemEx("RIRictus",62,0,60,0,0,0,0,SXF_NOCHECKPOSITION)
		Goto See
	RictusProjectile:
		RCIN P 20 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("rictus/attack")
		RCIN Q 8 Bright A_CustomMissile("RictusBomb",60,0,0)
		RCIN P 20 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("rictus/attack")
		RCIN Q 8 Bright A_CustomMissile("RictusBomb",60,0,0)
		RCIN P 20 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("rictus/attack")
		RCIN Q 8 Bright A_CustomMissile("RictusBomb",60,0,0)
		RCIN P 20 Bright A_FaceTarget
		Goto See
	Melee:
		RCIN EF 8 A_FaceTarget
		RCIN G 8 A_ComboAttack
		Goto See
	Pain:
		RCIN H 2
		RCIN H 2 A_Pain
		Goto See
	XDeath:
	Death:
		RCIN I 8 A_Scream
		TNT1 A 0 A_SpawnItemEx("RIRictus",62,0,60,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_FaceTarget
		RCIN J 8 
		RCIN K 8
		RCIN L 8 A_Fall
		RCIN M 8 A_SpawnItem("BodyCrash",0,0,0,0)
		RCIN N 8 
		RCIN O 63000 CanRaise
		Stop
	Raise:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		RCIN NMLKJI 8
		Goto See
	}
}

ACTOR RIComet : ArcradimusComet
{
Height 10
Radius 10
Speed 30
Scale 0.85
Damage 22
DamageType "NobleComet"
States
	{
	Spawn: 
		ACCM AAAABBBBCCCC 1 Bright A_SpawnItemEx("RICometTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		Loop
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_SetTranslucent(0.67,1)
		ACCM J 3 Bright
		ACCM K 3 Bright A_Explode(128,128,0)
		TNT1 A 0 A_SpawnItemEx("ArcradimusCometDeath",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		ACCM LMN 3 Bright
		Stop
	}
}

ACTOR RICometTrail : ArcradimusCometTrail
{   
PROJECTILE
Height 6
Radius 6
Speed 0
Scale 0.9
RENDERSTYLE ADD
ALPHA 0.67
+NOINTERACTION
States
	{
	Spawn:
		TNT1 A 3 Bright
		ACCM DEFGHI 3 BRIGHT
		Stop 
	}
}

Actor RIBall : ArcradShot
{
Damage 9
DamageType "NobleComet"
States
	{
	Spawn:
		ABL9 AAABBB 1 Bright A_SpawnItemEx("ArcradShotTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("RedParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
		TNT1 AAA 0 A_CustomMissile("KaboomRed",0,0,random(0,360),2,random(0,360))
		TNT1 AAA 0 A_CustomMissile("SmokeFX4",0,0,random(0,360),2,random(0,360))
		ABL9 DEFG 3 Bright
		Stop
	}
}

ACTOR RictusBomb : DefilerBall
{
Speed 40
FastSpeed 44
Reactiontime 65
Damage 10
Obituary "%o was turned into a lost soul by a Rictus Incarnate."
States
	{
	Spawn:
		TNT1 A 0 Bright A_CountDown
		//TNT1 A 0 A_PlaySound("rictus/attack")
		TNT1 A 0 Bright A_SpawnItemEx("RictFireSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		RICT A 2 Bright A_Tracer2	
		RICT B 2 Bright A_SpawnItemEx("RictFireSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		Loop
	Death:	
		TNT1 A 0
		TNT1 A 0 A_PlaySound("rictus/die")
		TNT1 A 0 A_SetTranslucent(0.75,1)
		TNT1 AA 0 A_SpawnItemEx("SoulPart1",0,0,Random(10,20),Random(8,-8),Random(8,-8),Random(6,8))
		TNT1 A 0 A_SpawnItemEx("SoulPart2",0,0,Random(10,20),Random(8,-8),Random(8,-8),Random(6,8))
		TNT1 AA 0 A_SpawnItemEx("SoulPart3",0,0,Random(10,20),Random(8,-8),Random(8,-8),Random(6,8))
		TNT1 AA 0 A_SpawnItemEx("OrangeParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0) 
		TNT1 AAA 0 A_CustomMissile("Kaboom3", 0, 0, random(0,360), 2, random(0,360))
		TNT1 AAAA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
		MISL B 5 Bright A_NoBlocking
		MISL CD 4 Bright
		Stop
    }
}

ACTOR RISeekerComet : ArcradimusSeekerComet
{
BounceCount 3
States
	{
	Spawn:
		ARCM AAABBBCCCAAABBBCCCAAABBBCCCAAABBBCCC 1 Bright A_SpawnItemEx("ArcradimusCometTail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Bright A_SeekerMissile(90,90)
		ARCM ABC 1 Bright A_SpawnItemEx("ArcradimusCometTail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Bright A_SeekerMissile(90,90)
		ARCM ABC 1 Bright A_SpawnItemEx("ArcradimusCometTail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		TNT1 A 0 Bright A_SeekerMissile(90,90)
		ARCM ABC 1 Bright A_SpawnItemEx("ArcradimusCometTail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		Goto Fly
	Fly:
		ARCM ABC 1 Bright A_SpawnItemEx("ArcradimusCometTail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		Loop
	Death:
		TNT1 A 0 Bright
		TNT1 A 0 Bright A_Explode
		TNT1 A 0 Bright A_SetTranslucent(0.75,1)
		TNT1 A 0 Bright A_SpawnItemEx("RedParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE)
		ARCM D 3 Bright A_SpawnItemEx("ArcradimusCometDeathGlow",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		ARCM E 3 Bright A_SpawnItemEx("ArcradimusCometDeath",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		Stop
	}
}

ACTOR RIRictus : Rictus
{
+NOTELEFRAG
+THRUSPECIES
+DONTHARMSPECIES
Species "Nobles"
DamageFactor "NobleComet", 0.0
DropItem ""
}